view test/testalpha.c @ 4426:1bceff8f008f

Fixed bug #943 Ozkan Sezer 2010-02-06 12:31:06 PST Hi: Here are some small fixes for compiling SDL against mingw-w64. (see http://mingw-w64.sourceforge.net/ . Despite the name, it supports both win32 and win64.) src/audio/windx5/directx.h and src/video/windx5/directx.h (both SDL-1.2 and SDL-1.3.) I get compilation errors about some union not having a member named u1 and alike, because of other system headers being included before this one and them already defining DUMMYUNIONNAME and stuff. This header probably assumes that those stuff are defined in windef.h, but mingw-w64 headers define them in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to the top of the file. src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) : The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric because _beginthreadex returns uintptr_t, not unsigned long which is 32 bits in win64. Changing the return type to uintptr_t fixes it. video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64 uses msvcrt version of _aligned_malloc and _aligned_free and they are defined in intrin.h (similar to VC). Adding proper ifdefs fixes it. (Notes about macros to check: __MINGW32__ is defined for both mingw.org and for mingw-w64 for both win32 and win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__ can't be used to detect mingw-w64: including _mingw.h and then checking for __MINGW64_VERSION_MAJOR does the trick.) SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition and location in order to avoid multiple redefinition warnings. Hope these are useful. Thanks.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Mar 2010 15:02:58 +0000
parents f8816ffa210b
children
line wrap: on
line source


/* Simple program:  Fill a colormap with gray and stripe it down the screen,
		    Then move an alpha valued sprite around the screen.
 */

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>

#include "SDL.h"

#define FRAME_TICKS	(1000/30)       /* 30 frames/second */

/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
    SDL_Quit();
    exit(rc);
}

/* Fill the screen with a gradient */
static void
FillBackground(SDL_Surface * screen)
{
    Uint8 *buffer;
    Uint8 gradient;
    int i, k;

    /* Set the surface pixels and refresh! */
    if (SDL_LockSurface(screen) < 0) {
        fprintf(stderr, "Couldn't lock the display surface: %s\n",
                SDL_GetError());
        quit(2);
    }
    buffer = (Uint8 *) screen->pixels;
    switch (screen->format->BytesPerPixel) {
    case 1:
    case 3:
        for (i = 0; i < screen->h; ++i) {
            memset(buffer, (i * 255) / screen->h,
                   screen->w * screen->format->BytesPerPixel);
            buffer += screen->pitch;
        }
        break;
    case 2:
        for (i = 0; i < screen->h; ++i) {
            Uint16 *buffer16;
            Uint16 color;

            gradient = ((i * 255) / screen->h);
            color = (Uint16) SDL_MapRGB(screen->format,
                                        gradient, gradient, gradient);
            buffer16 = (Uint16 *) buffer;
            for (k = 0; k < screen->w; k++) {
                *buffer16++ = color;
            }
            buffer += screen->pitch;
        }
        break;
    case 4:
        for (i = 0; i < screen->h; ++i) {
            Uint32 *buffer32;
            Uint32 color;

            gradient = ((i * 255) / screen->h);
            color = SDL_MapRGB(screen->format, gradient, gradient, gradient);
            buffer32 = (Uint32 *) buffer;
            for (k = 0; k < screen->w; k++) {
                *buffer32++ = color;
            }
            buffer += screen->pitch;
        }
        break;
    }

    SDL_UnlockSurface(screen);
    SDL_UpdateRect(screen, 0, 0, 0, 0);
}

/* Create a "light" -- a yellowish surface with variable alpha */
SDL_Surface *
CreateLight(int radius)
{
    Uint8 trans, alphamask;
    int range, addition;
    int xdist, ydist;
    Uint16 x, y;
    Uint16 skip;
    Uint32 pixel;
    SDL_Surface *light;

#ifdef LIGHT_16BIT
    Uint16 *buf;

    /* Create a 16 (4/4/4/4) bpp square with a full 4-bit alpha channel */
    /* Note: this isn't any faster than a 32 bit alpha surface */
    alphamask = 0x0000000F;
    light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2 * radius, 2 * radius, 16,
                                 0x0000F000, 0x00000F00, 0x000000F0,
                                 alphamask);
#else
    Uint32 *buf;

    /* Create a 32 (8/8/8/8) bpp square with a full 8-bit alpha channel */
    alphamask = 0x000000FF;
    light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2 * radius, 2 * radius, 32,
                                 0xFF000000, 0x00FF0000, 0x0000FF00,
                                 alphamask);
    if (light == NULL) {
        fprintf(stderr, "Couldn't create light: %s\n", SDL_GetError());
        return (NULL);
    }
#endif

    /* Fill with a light yellow-orange color */
    skip = light->pitch - (light->w * light->format->BytesPerPixel);
#ifdef LIGHT_16BIT
    buf = (Uint16 *) light->pixels;
#else
    buf = (Uint32 *) light->pixels;
#endif
    /* Get a tranparent pixel value - we'll add alpha later */
    pixel = SDL_MapRGBA(light->format, 0xFF, 0xDD, 0x88, 0);
    for (y = 0; y < light->h; ++y) {
        for (x = 0; x < light->w; ++x) {
            *buf++ = pixel;
        }
        buf += skip;            /* Almost always 0, but just in case... */
    }

    /* Calculate alpha values for the surface. */
#ifdef LIGHT_16BIT
    buf = (Uint16 *) light->pixels;
#else
    buf = (Uint32 *) light->pixels;
#endif
    for (y = 0; y < light->h; ++y) {
        for (x = 0; x < light->w; ++x) {
            /* Slow distance formula (from center of light) */
            xdist = x - (light->w / 2);
            ydist = y - (light->h / 2);
            range = (int) sqrt(xdist * xdist + ydist * ydist);

            /* Scale distance to range of transparency (0-255) */
            if (range > radius) {
                trans = alphamask;
            } else {
                /* Increasing transparency with distance */
                trans = (Uint8) ((range * alphamask) / radius);

                /* Lights are very transparent */
                addition = (alphamask + 1) / 8;
                if ((int) trans + addition > alphamask) {
                    trans = alphamask;
                } else {
                    trans += addition;
                }
            }
            /* We set the alpha component as the right N bits */
            *buf++ |= (255 - trans);
        }
        buf += skip;            /* Almost always 0, but just in case... */
    }
    /* Enable RLE acceleration of this alpha surface */
    SDL_SetAlpha(light, SDL_SRCALPHA | SDL_RLEACCEL, 0);

    /* We're done! */
    return (light);
}

static Uint32 flashes = 0;
static Uint32 flashtime = 0;

void
FlashLight(SDL_Surface * screen, SDL_Surface * light, int x, int y)
{
    SDL_Rect position;
    Uint32 ticks1;
    Uint32 ticks2;

    /* Easy, center light */
    position.x = x - (light->w / 2);
    position.y = y - (light->h / 2);
    position.w = light->w;
    position.h = light->h;
    ticks1 = SDL_GetTicks();
    SDL_BlitSurface(light, NULL, screen, &position);
    ticks2 = SDL_GetTicks();
    SDL_UpdateRects(screen, 1, &position);
    ++flashes;

    /* Update time spend doing alpha blitting */
    flashtime += (ticks2 - ticks1);
}

static int sprite_visible = 0;
static SDL_Surface *sprite;
static SDL_Surface *backing;
static SDL_Rect position;
static int x_vel, y_vel;
static int alpha_vel;

int
LoadSprite(SDL_Surface * screen, char *file)
{
    SDL_Surface *converted;

    /* Load the sprite image */
    sprite = SDL_LoadBMP(file);
    if (sprite == NULL) {
        fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
        return (-1);
    }

    /* Set transparent pixel as the pixel at (0,0) */
    if (sprite->format->palette) {
        SDL_SetColorKey(sprite, SDL_SRCCOLORKEY, *(Uint8 *) sprite->pixels);
    }

    /* Convert sprite to video format */
    converted = SDL_DisplayFormat(sprite);
    SDL_FreeSurface(sprite);
    if (converted == NULL) {
        fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError());
        return (-1);
    }
    sprite = converted;

    /* Create the background */
    backing = SDL_CreateRGBSurface(SDL_SWSURFACE, sprite->w, sprite->h, 8,
                                   0, 0, 0, 0);
    if (backing == NULL) {
        fprintf(stderr, "Couldn't create background: %s\n", SDL_GetError());
        SDL_FreeSurface(sprite);
        return (-1);
    }

    /* Convert background to video format */
    converted = SDL_DisplayFormat(backing);
    SDL_FreeSurface(backing);
    if (converted == NULL) {
        fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError());
        SDL_FreeSurface(sprite);
        return (-1);
    }
    backing = converted;

    /* Set the initial position of the sprite */
    position.x = (screen->w - sprite->w) / 2;
    position.y = (screen->h - sprite->h) / 2;
    position.w = sprite->w;
    position.h = sprite->h;
    x_vel = 0;
    y_vel = 0;
    alpha_vel = 1;

    /* We're ready to roll. :) */
    return (0);
}

void
AttractSprite(Uint16 x, Uint16 y)
{
    x_vel = ((int) x - position.x) / 10;
    y_vel = ((int) y - position.y) / 10;
}

void
MoveSprite(SDL_Surface * screen, SDL_Surface * light)
{
    SDL_Rect updates[2];
    Uint8 alpha;

    /* Erase the sprite if it was visible */
    if (sprite_visible) {
        updates[0] = position;
        SDL_BlitSurface(backing, NULL, screen, &updates[0]);
    } else {
        updates[0].x = 0;
        updates[0].y = 0;
        updates[0].w = 0;
        updates[0].h = 0;
        sprite_visible = 1;
    }

    /* Since the sprite is off the screen, we can do other drawing
       without being overwritten by the saved area behind the sprite.
     */
    if (light != NULL) {
        int x, y;

        SDL_GetMouseState(&x, &y);
        FlashLight(screen, light, x, y);
    }

    /* Move the sprite, bounce at the wall */
    position.x += x_vel;
    if ((position.x < 0) || (position.x >= screen->w)) {
        x_vel = -x_vel;
        position.x += x_vel;
    }
    position.y += y_vel;
    if ((position.y < 0) || (position.y >= screen->h)) {
        y_vel = -y_vel;
        position.y += y_vel;
    }

    /* Update transparency (fade in and out) */
    SDL_GetSurfaceAlphaMod(sprite, &alpha);
    if (((int) alpha + alpha_vel) < 0) {
        alpha_vel = -alpha_vel;
    } else if (((int) alpha + alpha_vel) > 255) {
        alpha_vel = -alpha_vel;
    }
    SDL_SetAlpha(sprite, SDL_SRCALPHA, (Uint8) (alpha + alpha_vel));

    /* Save the area behind the sprite */
    updates[1] = position;
    SDL_BlitSurface(screen, &updates[1], backing, NULL);

    /* Blit the sprite onto the screen */
    updates[1] = position;
    SDL_BlitSurface(sprite, NULL, screen, &updates[1]);

    /* Make it so! */
    SDL_UpdateRects(screen, 2, updates);
}

int
main(int argc, char *argv[])
{
    const SDL_VideoInfo *info;
    SDL_Surface *screen;
    int w, h;
    Uint8 video_bpp;
    Uint32 videoflags;
    int i, done;
    SDL_Event event;
    SDL_Surface *light;
    int mouse_pressed;
    Uint32 ticks, lastticks;


    /* Initialize SDL */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
        return (1);
    }

    /* Alpha blending doesn't work well at 8-bit color */
#ifdef _WIN32_WCE
    /* Pocket PC */
    w = 240;
    h = 320;
#else
    w = 640;
    h = 480;
#endif
    info = SDL_GetVideoInfo();
    if (info->vfmt->BitsPerPixel > 8) {
        video_bpp = info->vfmt->BitsPerPixel;
    } else {
        video_bpp = 16;
        fprintf(stderr, "forced 16 bpp mode\n");
    }
    videoflags = SDL_SWSURFACE;
    for (i = 1; argv[i]; ++i) {
        if (strcmp(argv[i], "-bpp") == 0) {
            video_bpp = atoi(argv[++i]);
            if (video_bpp <= 8) {
                video_bpp = 16;
                fprintf(stderr, "forced 16 bpp mode\n");
            }
        } else if (strcmp(argv[i], "-hw") == 0) {
            videoflags |= SDL_HWSURFACE;
        } else if (strcmp(argv[i], "-warp") == 0) {
            videoflags |= SDL_HWPALETTE;
        } else if (strcmp(argv[i], "-width") == 0 && argv[i + 1]) {
            w = atoi(argv[++i]);
        } else if (strcmp(argv[i], "-height") == 0 && argv[i + 1]) {
            h = atoi(argv[++i]);
        } else if (strcmp(argv[i], "-resize") == 0) {
            videoflags |= SDL_RESIZABLE;
        } else if (strcmp(argv[i], "-noframe") == 0) {
            videoflags |= SDL_NOFRAME;
        } else if (strcmp(argv[i], "-fullscreen") == 0) {
            videoflags |= SDL_FULLSCREEN;
        } else {
            fprintf(stderr,
                    "Usage: %s [-width N] [-height N] [-bpp N] [-warp] [-hw] [-fullscreen]\n",
                    argv[0]);
            quit(1);
        }
    }

    /* Set video mode */
    if ((screen = SDL_SetVideoMode(w, h, video_bpp, videoflags)) == NULL) {
        fprintf(stderr, "Couldn't set %dx%dx%d video mode: %s\n",
                w, h, video_bpp, SDL_GetError());
        quit(2);
    }
    FillBackground(screen);

    /* Create the light */
    light = CreateLight(82);
    if (light == NULL) {
        quit(1);
    }

    /* Load the sprite */
    if (LoadSprite(screen, "icon.bmp") < 0) {
        SDL_FreeSurface(light);
        quit(1);
    }

    /* Print out information about our surfaces */
    printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel);
    if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
        printf("Screen is in video memory\n");
    } else {
        printf("Screen is in system memory\n");
    }
    if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
        printf("Screen has double-buffering enabled\n");
    }
    if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
        printf("Sprite is in video memory\n");
    } else {
        printf("Sprite is in system memory\n");
    }

    /* Run a sample blit to trigger blit acceleration */
    MoveSprite(screen, NULL);
    if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) {
        printf("Sprite blit uses hardware alpha acceleration\n");
    } else {
        printf("Sprite blit dosn't uses hardware alpha acceleration\n");
    }

    /* Set a clipping rectangle to clip the outside edge of the screen */
    {
        SDL_Rect clip;
        clip.x = 32;
        clip.y = 32;
        clip.w = screen->w - (2 * 32);
        clip.h = screen->h - (2 * 32);
        SDL_SetClipRect(screen, &clip);
    }

    /* Wait for a keystroke */
    lastticks = SDL_GetTicks();
    done = 0;
    mouse_pressed = 0;
    while (!done) {
        /* Update the frame -- move the sprite */
        if (mouse_pressed) {
            MoveSprite(screen, light);
            mouse_pressed = 0;
        } else {
            MoveSprite(screen, NULL);
        }

        /* Slow down the loop to 30 frames/second */
        ticks = SDL_GetTicks();
        if ((ticks - lastticks) < FRAME_TICKS) {
#ifdef CHECK_SLEEP_GRANULARITY
            fprintf(stderr, "Sleeping %d ticks\n",
                    FRAME_TICKS - (ticks - lastticks));
#endif
            SDL_Delay(FRAME_TICKS - (ticks - lastticks));
#ifdef CHECK_SLEEP_GRANULARITY
            fprintf(stderr, "Slept %d ticks\n", (SDL_GetTicks() - ticks));
#endif
        }
        lastticks = ticks;

        /* Check for events */
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_VIDEORESIZE:
                screen =
                    SDL_SetVideoMode(event.resize.w, event.resize.h,
                                     video_bpp, videoflags);
                if (screen) {
                    FillBackground(screen);
                }
                break;
                /* Attract sprite while mouse is held down */
            case SDL_MOUSEMOTION:
                if (event.motion.state != 0) {
                    AttractSprite(event.motion.x, event.motion.y);
                    mouse_pressed = 1;
                }
                break;
            case SDL_MOUSEBUTTONDOWN:
                if (event.button.button == 1) {
                    AttractSprite(event.button.x, event.button.y);
                    mouse_pressed = 1;
                } else {
                    SDL_Rect area;

                    area.x = event.button.x - 16;
                    area.y = event.button.y - 16;
                    area.w = 32;
                    area.h = 32;
                    SDL_FillRect(screen, &area,
                                 SDL_MapRGB(screen->format, 0, 0, 0));
                    SDL_UpdateRects(screen, 1, &area);
                }
                break;
            case SDL_KEYDOWN:
                if (event.key.keysym.sym == SDLK_ESCAPE) {
                    done = 1;
                }
                break;
            case SDL_QUIT:
                done = 1;
                break;
            default:
                break;
            }
        }
    }
    SDL_FreeSurface(light);
    SDL_FreeSurface(sprite);
    SDL_FreeSurface(backing);

    /* Print out some timing information */
    if (flashes > 0) {
        printf("%d alpha blits, ~%4.4f ms per blit\n",
               flashes, (float) flashtime / flashes);
    }

    SDL_Quit();
    return (0);
}